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realms-in-ruin-dev/Documentation/Archaeology/13-Unknowns-And-RuntimeQuestions.md
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tedwardsandCursor 53315574a4 Document Batch 4C Pass 9 enemy AI archaeology: missing chase and attack implementation.
Records empty enemy EventGraphs, stock AIController possession, orphan attack montage, and separates GetASC defect from chase/attack failure.

Co-authored-by: Cursor <cursoragent@cursor.com>
2026-07-16 21:46:08 -07:00

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# 13 — Unknowns and Runtime Questions
**Status: Draft**
- **Scope:** Unresolved questions after Batches 13, Batch 4A4C (Passes 8, 7, 9).
- **Inspection method:** Consolidation through Pass 9.
- **Evidence classifications used:** Observed Implementation, Documented Intent, Observed Runtime Behavior, Inferred, Unknown.
- **Tool or visibility limitations:** Semantic Search unavailable; AnimGraph transition DSL empty; no PIE.
- **Last updated:** 2026-07-16
- **Current phase:** Phase 1 — Static Architecture
- **Last completed pass:** Pass 9 (Batch 4C)
- **Next pass expected to contribute:** Pass 4 / Pass 10 when authorized
## Draft tracking
### Completed sections
- Batch 13 / Pass 7 / Pass 8 resolutions
- **Pass 9 resolutions:** chase/attack Implementation Missing; empty enemy EventGraphs; stock AIController; no BT/BB/navmesh; orphan attack montage; ABP SetIsDead(false); GetASC not chase cause
### Pending sections
- Frontend/session (Pass 4)
- Pickup deep graphs (Pass 10)
- Runtime test procedures
### Evidence still required
- PIE possession / ApplyDamage feedback / Death state reachability
- Notify trigger times (Manual Editor)
---
## Resolved in Batch 4C (Pass 9)
| Question | Resolution | Classification | Doc |
|---|---|---|---|
| Where does chase/attack live? | **Nowhere connected** — native + BP EventGraphs empty; BPI AddPlayerTarget/EnemyMeleeAttack unimplemented | Implementation Missing | 09 |
| AIController? | Stock `/Script/AIModule.AIController`; AutoPossessAI PlacedInWorld | Observed Implementation | 09 |
| BehaviorTree/Blackboard/Perception? | None in project | Missing | 09 |
| Navmesh in Test01? | No NavMeshBoundsVolume / RecastNavMesh | Missing (secondary) | 09 |
| Does GetASC defect cause chase failure? | **No** — chase has no ASC dependency | Observed Implementation | 09, 06 |
| Enemy attack montage? | Exists; 0 referencers | Present but Unreferenced | 09, 10 |
| Enemy death anim? | ABP Death + death anims; IsDead forced false each Update | Connected but Incomplete | 09, 10 |
| Enemy receive player damage? | No ReceiveAnyDamage / health mutation on enemy BP | Implementation Missing | 09, 05 |
---
## Confirmed static defects with runtime questions
| Confirmed finding | Issue | Runtime question |
|---|---|---|
| Chase/attack Implementation Missing | Existing Baseline Defect | Confirm idle forever when possessed |
| No navmesh in Test01 | External Dependency Missing (secondary) | Would MoveTo work after mesh bake alone? |
| AutoPossessAI PlacedInWorld | Possession Configuration Conflict for **spawned** enemies | Do spawners create uncontrolled pawns? |
| ABP SetIsDead(false) | Connected but Incomplete | Death state ever entered? |
| No enemy damage reception | Existing Baseline Defect | Player hits show nothing? |
| Enemy GetASC nullptr | Incomplete Refactor | EffectActor on enemy |
| Dual HUD / orphan default GEs | Incomplete Refactor | PIE attribute/UI |
---
## Requires further inspection
| Question | Method | Priority |
|---|---|---|
| Sessions / frontend | Pass 4 | Medium |
| Full pickup authority/respawn | Pass 10 | Medium |
| PIE: possession, ApplyDamage feedback, Death, EffectActor | PIE | High |
| ABP Death transition pins | Manual Editor | Low |
---
## Priority order for later verification
1. Pass 4 — sessions / frontend
2. Pass 10 — pickup deep dive
3. Controlled PIE — enemy idle/possession, player hit feedback, dual HUD, potions
4. Pass 11 — migration matrix (after Batch 4 complete)